Unity Manual

Plugin Inspector

The PluginInspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More infoSee in Glossary is used to select and manage target platforms for the plugins in your project. Simply select a pluginA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plugins you can use in Unity: Managed plugins (managed .NET assemblies created with tools like Visual Studio) and Native plugins (platform-specific native code libraries). More infoSee in Glossary file to view its Inspector.

Inspector for a plugin called “CustomConnection”

Under Select platforms for plugin, choose which platforms will use the plugin by checking the appropriate boxes. If you select Any Platform, the plugin will apply to all platforms, including the Unity editor.

Once you have selected the platforms, you can choose additional options such as CPU type and specific OS from the separate Platform Settings section below. This contains a tab for each platform selected by the checkboxes. Most platforms have no settings, or just a few (such as CPU and OS selection).

The current list of file extensions that are treated as plugins and display the Plugin Inspector in the Unity Editor is found in PluginImporter::CanLoadPathNameFile(). The following file extensions identify files that are treated as plugins:

.dll

.winmd

.so

.jar

.aar

.xex

.def

.suprx

.prx

.sprx

.rpl

.cpp

.cc

.c

.h

.jslib

.jspre

.bc

.a

.m

.mm

.swift

.xib

Certain folders are treated as a single bundle plugin. No additional plugins are detected within such folders. The following extensions identify folders that are treated as bundle plugins:

.framework

.bundle

.plugin

Default settings

To make transition easier from earlier Unity versions, Unity will try to set default plugins settings, depending on the folder where the plugin is located.

Folder

Default settings

AssetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More infoSee in Glossary/../Editor

Plugin will be set only compatible with Editor, and won’t be used when building to platform.

Assets/../Editor/(x86 or x86_64 or x64)

Plugin will be set only compatible with Editor, CPU value will be assigned depending on the subfolder.

Assets/../Plugins/(x86_64 or x64)

x64 Standalone plugins will be set as compatible.

Assets/../Plugins/x86

x86 Standalone plugins will be set as compatible.

Assets/Plugins/Android/(x86 or armeabi or armeabi-v7a)

Plugin will be set only compatible with Android, if CPU subfolder is present, CPU value will be set as well.

Plugin will be set only compatible with Universal Windows PlatformAn IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. More infoSee in Glossary, if subfolder is CPU present, CPU value will be set as well. Metro keyword can be used instead of WSA.

Assets/Plugins/WSA/(SDK80 or SDK81 or PhoneSDK81)

Same as above, additionally SDK value will be set, you can also add CPU subfolder afterwards. For compatibility reasons, SDK81 - Win81, PhoneSDK81 - WindowsPhone81.

Standalone settings

Universal Windows Platform

Android

When building for Android, folders found with a parent path matching exactly Assets/Plugins/Android/ are treated as an Android Library plugin folder. They are then treated in the same way as folders with the special extensions .plugin, .bundle and .framework.